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   November 21, 2014  
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[00:00:09] <aethersis> no it's not working
[00:00:26] <aethersis> it can't be done like that. I knew it immediately
[00:00:32] <aethersis> there's recursion in this formula
[00:00:33] <aethersis> there must be
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[00:02:44] <bob_twinkles> it's an iterative solver, but there isn't any recursion that I can find
[00:02:57] <bob_twinkles> i.e. it starts with a "guess" about what the solution is
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[00:03:21] <bob_twinkles> and then progressively refines it to match up with what the solution would be if you had a closed form solution
[00:03:27] <aethersis> x[i] = x[i-1] + x[i+1] -> that's example of the recursion I'm talking about
[00:03:39] <bob_twinkles> that's not recursion, that's a bug =P
[00:03:47] <aethersis> how come it's working in the code then
[00:04:07] <aethersis> the only idea that comes to my mind is that it is because of weird swapping of x and x0
[00:04:26] <aethersis> feel free to download the code from git and test it
[00:04:30] <bob_twinkles> ok it's not a bug strictly speaking; it just gives you a less correct solution
[00:04:37] <aethersis> I think I will have to write an email to mr Stamm once again
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[00:04:52] <aethersis> how come that when I do it like you said (which seems more correct to me as well), then it doesn't work
[00:05:35] <aethersis> I think I will screw the C code and try to rewrite it to GLSL like you are saying because I don't have this weird swapping there - it's clearer and I will see what happens
[00:05:50] <bob_twinkles> well you still need to swap stuff
[00:05:53] <bob_twinkles> it's just less weird =P
[00:05:56] <aethersis> yes, but less weird
[00:06:09] <aethersis> if you have time I'd be very pleased if you figured it out why it's not working
[00:06:27] <aethersis> your mind is fresh and mine is almost dead from overworking this code for over a month
[00:06:44] <aethersis> http://postimg.org/image/d9y3ozqqb/full/
[00:06:48] <aethersis> here's data flow FIY
[00:07:05] <aethersis> it may be erratic though - especially when there's diffuse method being called and the lin_solve one
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[00:08:14] <bookmark> aethersis what exactly are you writing?
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[00:14:00] <aethersis> fluid solver
[00:14:08] <aphorisme> to interpose a question: is indexed drawing to prefer "in general"?
[00:14:12] <bookmark> true true
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[00:15:28] <bookmark> yo i just finished a route finding algorithm for bots but its not optimized and I made a loop d loop that the bots actually traverse
[00:15:45] <bookmark> i should make a video of it
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[00:18:12] <aethersis> this is just impossible
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[00:18:17] <aethersis> it blows my mind
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[00:18:36] <XMPPwocky> aphorisme: yes, generally
[00:18:38] <aethersis> never in my life I've faced such the awkward problem
[00:19:49] <dahlia> bookmark: I did one of those https://vimeo.com/51836266 but I haven't quite got corner turning working as nicely as I'd like
[00:20:27] <aphorisme> XMPPwocky, thanks!
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[00:39:02] <tha_grid> i am looking at a view xform in a single matrix, why is the last column dot products? its so weird, any explanation << http://av-club.co.nf/img/ViewXForm.png
[00:40:31] <XMPPwocky> tha_grid: HTTP 403?
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[00:49:26] <bookmark> http://youtu.be/MQHKgRLTnzw
[00:49:28] <bookmark> lol
[00:49:33] <bookmark> here is my stupid video
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[00:51:09] <bob_twinkles> bookmark: what even is that dancing XD
[00:51:18] <bookmark> lol
[00:51:30] <bookmark> its horendous but the path system is working good
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[00:52:37] <bob_twinkles> nice
[00:55:43] <bookmark> thanks :)
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[00:56:24] <bookmark> did you guys see this other one i posted?: http://youtu.be/0xnBzPkWOvE
[00:56:44] <JohnnyL> Is there an opensource library of skeletal animations for a variety of human body movements, possibly with muscle like animation?
[00:56:51] <bookmark> same stupid music sorry
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[00:57:38] <bookmark> https://www.youtube.com/watch?v=Wj-cSq_3kz0
[00:57:51] <bookmark> JohnnyL this might be of interest to you
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[01:09:34] <metredigm> chipmunk seems to be giving my player some sort of negative friction
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[01:09:45] <metredigm> the player presses one movement key, the player accelerates out of the world
[01:09:47] <metredigm> euh
[01:09:54] <metredigm> not a very good gameplay element
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[01:27:15] <Domx> your player just has mad boots of speed
[01:27:35] <Domx> +5 speed -99.99 friction
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[01:29:07] <Domx> anyone have any advice on making a user log in to a service before playing a game?
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[01:41:47] <dahlia> bookmark: looks interesting but I think it needs a head :)
[01:42:26] <dahlia> JohnnyL: not sure if this is what you mean but thought I'd post it just in case https://simtk.org/home/opensim
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[02:43:28] <nemasu> Hello, I'm trying to render a model with a texture, but it ends up looking like this http://imgur.com/fsrXoJO . I have depth test enabled. This look like an obvious issue?
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[02:45:19] <nemasu> I'm using stbi_image to load the texture. I tried flipping it, i tried subtracting 1 from the v coordinate.
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[02:46:42] <nemasu> I tried a different model, and it renders with the same problems.
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[02:51:18] <foobaz> does your framebuffer have a depth attachment?
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[02:53:23] <nemasu> Yes, I'm using SDL and have it set like this SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
[02:54:08] <DrBenway> speaking of framebuffer, i render to an offscreen buffer to then draw a quad on the screen with the texture. that works on opengl normal but when i get on ES... i get a bunch of bars that alternate between background color and white
[02:54:20] <DrBenway> making the shader output red pixels doesn't change anything...
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[02:59:11] <DrBenway> apparently it was glEnable(GL_CULL_FACE);...
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[03:04:57] <foobaz> you shouldn't have to cull faces if your depth testing works
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[03:05:13] <foobaz> i mean it's good for performance but you still have depth issues
[03:05:29] <foobaz> if for example a spaceship goes behind mars it will still be drawn as if it were in front of mars
[03:05:35] <foobaz> face culling won't help you there
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[04:09:43] <bookmark> hi
[04:10:50] <bookmark> man i did it, I combined together mel scripts from other peoples into a script that creates screen space UVs
[04:11:10] <bookmark> but i need to have it execute when the camera moves :(
[04:11:18] <bookmark> and i dunno how to make that happen
[04:11:58] <bookmark> but it makes UVs in the blink of an eye that match the camera
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[04:12:41] <bookmark> oh well, no one knows mel do they?
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[04:45:34] <ESphynx> hey guys.. what's with the big 'short' limitation in ES on array element indices? Isn't that kind of annoying/too restrictive?
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[04:47:21] <slime> most models that can be rendered at acceptable framerates on ES2-level hardware don't have more than 65k unique vertices
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[04:48:50] <slime> many ES2 implementations expose the GL_OES_element_index_uint extension though
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[05:00:47] <ESphynx> slime: ah thanks I might look into that extension
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[05:01:37] <ESphynx> I'm actually using ES1.2 right now though
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[05:02:25] <ESphynx> https://www.khronos.org/registry/gles/extensions/OES/OES_element_index_uint.txt -- seems to only require 1
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[09:09:07] <thagrid> anyone have a suggestion for rendering a large number of textures?
[09:09:33] <thagrid> use many calls to glDrawArrays?
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[09:25:02] <nemasu> Hello, I've got a simple question: Do I have to rebind my VBOs in my render loop, or are they tied to the VAO I bind?
[09:27:17] <slime> the vertex attribute information specified with glVertexAttribPointer is tied to the VAO
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[09:27:57] <slime> which includes the buffer objects bound when the glVertexAttribPointer calls were made
[09:28:08] <slime> the vertex buffer objects bound*
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[09:28:43] <nemasu> Okay thanks, how about textures?
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[09:30:17] <slime> VAOs don't store anything related to textures
[09:30:28] <nemasu> Ok, So I need glActiveTexture and glBindTexture along with my Texture Sampler uniform in my loop.
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[09:31:15] <nemasu> Basically I'm rendering 2 models, and they have different textures, but show up using the same one.
[09:31:42] <Bloodust> yeah, bind shader, bind vao, bind textures, draw, repeat
[09:32:44] <nemasu> what do you mean by bind shader? glUseProgram?
[09:32:47] <Bloodust> yeah
[09:33:16] <nemasu> Ah, that is missing in my loop
[09:33:35] <Bloodust> well you dont have to rebind it if its already bound
[09:35:04] <nemasu> i use glUseProgram in my init stage
[09:35:06] <nemasu> but i use it twice
[09:35:22] <nemasu> then never again
[09:36:43] <nemasu> hmm, that didnt fix it
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[11:11:05] <kestasjk> does anyone know of a good simple example of quad tessalation?
[11:11:18] <kestasjk> it seems to be strangely different to traingle tesselation
[11:12:08] <kestasjk> I have a height map (an ocean) in quads and just want to be able to tesselate it, but because it needs to be backwards compatible with a quad grid its a pain
[11:12:35] <neure> what kind of tessellation you mean?
[11:13:22] <kestasjk> basically Ive got a texture, I've got a grid of quads, and I want to be able to dynamically increase the number of verts in a quad and apply the texture to it as a heightmap
[11:13:58] <kestasjk> Ive got the heightmap working in the vertex shader, but cant get the damn thing to tesselate
[11:14:00] <neure> do you want tessellations higher and/or lower than the texture?
[11:14:44] <kestasjk> they'll need to be higher and lower, 128 is a 0 Z value, 256 is the max (as defined by a uniform), and 0 is the min
[11:14:53] <neure> and do you want uniform grid resolution or some sort of level of detail based on view?
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[11:15:35] <kestasjk> it'll need to change based on view, but I feel like once Ive got something working I can tweak the tesselation control without too much fuss
[11:16:01] <kestasjk> its just that as soon as I try to do tesselation everything breaks down and my poly disappears
[11:16:23] <neure> using tessellation shaders?
[11:16:28] <kestasjk> yup
[11:16:48] <neure> it's been a while since i played with them
[11:17:14] <kestasjk> Ive got the openscenegraph's tesselation example, but that's for triangles
[11:17:24] <kestasjk> and trying to change it to work with quads is surprisingly difficult
[11:17:40] <kestasjk> its as if tesselation is totally different for quads and triangles
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[11:21:26] <Thorac> i want to add a texture on a quad and the other quad will be just colored. How can i do that in glsl.
[11:25:57] <Bloodust> easiest is to have two shaders
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[11:27:04] <Cooler> whats the best way to store a bunch of textures?
[11:27:05] <Bloodust> another option is to have a uniform you set if you want textures or not
[11:27:10] <Bloodust> Cooler array texture
[11:27:32] <Cooler> what if all the textures are the same size(width and height)
[11:27:38] <Cooler> like a bunch of cards
[11:27:43] <Bloodust> Cooler array texture
[11:27:53] <Cooler> k
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[11:41:06] <Thorac> Bloodust: you mean two shader files right
[11:42:00] <Bloodust> two different fragment shaders
[11:42:05] <Bloodust> vertex shader can be the same
[11:43:51] <Bloodust> so yeah two different shader "files"
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[11:47:58] <kestasjk> apparently my geforce NVS 5400M has "opengl 2.1" support
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[11:48:27] <kestasjk> so I guess that doesnt have support for tesselation, which seems wierd since its quite a new laptop
[11:48:51] <Bloodust> 5400M supports opengl 4.5
[11:48:58] <Bloodust> update your drivers
[11:49:21] <kestasjk> Ill try
[11:49:50] <Bloodust> http://en.wikipedia.org/wiki/List_of_Nvidia_graphics_processing_units#Mobility_NVS_Series
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[11:51:36] <kestasjk> quadro ODE graphics driver, quadro perforance graphics driver, autocad performance graphics driver, 3ds max performance graphics driver
[11:51:48] <kestasjk> no idea what I should choose there ..
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[11:53:20] <Bloodust> http://superuser.com/questions/587185/what-is-the-difference-between-the-different-nvidia-quadro-drivers
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[11:55:50] <kestasjk> damn mandatory windows updates
[11:56:06] <Bloodust> "mandatory"
[11:56:18] <kestasjk> it shut down my PC
[11:56:30] <Bloodust> you let it shutdown your pc
[11:56:50] <kestasjk> no it shut it down. it warned me to be fair
[11:57:08] <Bloodust> yeah but you can disable that shit
[11:57:37] <kestasjk> is it an option? or some hack
[11:57:49] <Bloodust> an option
[11:57:54] <kestasjk> rly
[11:58:22] <Bloodust> its somewhere in local group policy
[11:58:23] <kestasjk> Ill look into that
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[11:58:29] <Bloodust> google for more info
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[11:59:03] <kestasjk> anywho.. quadro ODE, quadro performance, autocad performance, 3ds max performance
[11:59:34] <kestasjk> anyone know what ODE means? or why I would pick quadro when I have an NVS card?
[11:59:40] <Bloodust> http://superuser.com/questions/587185/what-is-the-difference-between-the-different-nvidia-quadro-drivers
[11:59:47] <Bloodust> but srsly, google
[12:01:19] <kestasjk> well that kind of makes sense when you have a quadro graphics card
[12:01:30] <kestasjk> when you have an NVS card not so much
[12:01:42] <Bloodust> NVS is quadro card
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[12:01:58] <kestasjk> well of course it is
[12:02:05] <kestasjk> thats why they call it NVS
[12:02:20] <kestasjk> instead of quadro
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[12:02:42] <kestasjk> how could I not have known
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[14:14:59] <Thorac> in glsl is NULL avaible
[14:15:10] <HuntsMan> no
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[14:15:31] <Bloodust> null for what :D
[14:16:01] <HuntsMan> yup, there are no pointers
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[14:18:14] <Miklas> #define NULL 0? :D
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[15:32:05] <ruuns> hi :)
[15:33:15] <Cooler> i am a bit confused on how the shader variables are bound to the data in the buffers
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[15:36:11] <Khlorghaal> Cooler: "shader variables" ins? uniforms?
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[15:36:36] <Cooler> yeah ins uniforms varyings
[15:37:10] <Cooler> i don't really know what any of those mean
[15:37:21] <Cooler> ins are inputs obviously
[15:37:28] <Cooler> and outs outputs
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[15:43:25] <HuntsMan> Cooler: they just have different frequencies
[15:43:28] <HuntsMan> uniforms do not change
[15:43:41] <HuntsMan> attribute change per-vertex
[15:43:47] <HuntsMan> and varying are passed between VS and FS
[15:43:52] <HuntsMan> (and interpolated along triangles)
[15:45:27] <Cooler> can some variables go directly to the fragment shader without going to the vertex shader?
[15:45:54] <HuntsMan> only uniforms
[15:45:56] <Cooler> or do they all have to be input into the vertex shader first?
[15:48:14] <Khlorghaal> varyings are deprecated
[15:48:40] <HuntsMan> not really, the keyword is deprecated, not the meaning
[15:50:31] <Khlorghaal> Cooler: think of it as { uniforms; outs main(ins){} }
[15:52:09] <Cooler> Khlorghaal: i am not sure what that is, is that supposed to be a graphical representation?
[15:52:58] <Khlorghaal> its not valid syntax, but as far as scope does thats what it effectively is
[15:53:22] <Cooler> uh i haven't even thought about scope
[15:53:34] <Cooler> so uniforms are consts?
[15:53:53] <Cooler> ins are integers? or just inputs?
[15:54:09] <Cooler> and outs are outputs?
[15:54:19] <HuntsMan> in = input
[15:54:51] <Cooler> and they are all floating points?
[15:55:20] <HuntsMan> Cooler: you define the type, like in float foo;
[15:56:54] <Cooler> in glVertexAttribPointer it says it converts the fixed points to floating point values either after normalization or not
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[15:57:14] <Cooler> so all ins outs varying and uniforms must be floats?
[15:57:18] <HuntsMan> no
[15:57:23] <HuntsMan> they can be integers
[15:58:28] <HuntsMan> or vec2/vec3/vec4
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[16:07:04] <Cooler> ok this is a bit confusing
[16:07:07] <Cooler> https://www.opengl.org/wiki/Generic_Vertex_Attribute_-_examples
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[16:07:38] <Cooler> there it says in order to map the shader program variables to the buffers
[16:08:04] <Cooler> you need to either query the attribute location after linking the shader program
[16:08:26] <Cooler> or bind the variables before linking the shader program
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[16:08:54] <Codex_> bindattrib is pretty simple
[16:09:14] <Cooler> which is weird because i just binded the shader variables AFTER linnking
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[16:09:29] <Cooler> which shouldn't have worked?
[16:09:37] <Codex_> it really should be done before linking
[16:09:58] <Cooler> i didn't get any GL_Errors
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[16:10:08] <Cooler> and it rendered properly
[16:10:09] <japro> well you can bind and relink them
[16:10:18] <japro> without linking them it just doesn't do anything
[16:10:37] <japro> and you might accidentally end up with the same binding as it does by itself
[16:10:38] <Cooler> ^ no i didn't relink
[16:10:47] <HuntsMan> maybe it worked by chance
[16:10:50] <Cooler> i guess
[16:10:55] <Codex_> works by magic
[16:11:01] <japro> most implementations just number the attributes
[16:11:13] <Cooler> i used 0 1 2
[16:11:28] <Cooler> and binded the variables in the same order as the shader program
[16:11:28] <HuntsMan> that's why it worked hahaha
[16:12:03] <Codex_> 3rd alternative is to use the layout specification in the shader
[16:12:16] <Codex_> but its only available in new version of opengl
[16:12:23] <japro> yay for arbitray cheaty AO: http://i.imgur.com/4EIIVLM.png?1
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[16:12:48] <nemasu> Hello! I have two models, I specify separate VAOs and VBOs and Textures for them, but they render using the same texture (and UVs I would imagine), here's my order of function calls: http://pastebin.com/b4dXKT1u Anything look wrong? Thanks!
[16:14:28] <Codex_> nemasu: you're binding texture 1 in both render sections.
[16:15:12] <Cooler> wait a sec, the program should run without bindAttribLocation
[16:15:32] <Cooler> those calls don't do anything since i don't relink the program after those calls
[16:16:46] <nemasu> @Codex_: wow, thanks, shouldnt code past midnight haha
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[16:23:20] <nemasu> Ah, nuts, my logging was logging the wrong number, it was doing the right thing in the code, hrmm
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[16:38:28] <abs25> my GLSL works when there is v_texCoords = a_texCoord0; but doesnt when v_texCoords = a_texCoord + 0;
[16:38:32] <abs25> hy?
[16:38:33] <abs25> why
[16:39:16] <HuntsMan> abs25: look at the compiler log
[16:39:34] <abs25> says there is no u_projTrans uniform,and there is
[16:40:14] <abs25> no uniform with name 'u_projTrans' in shader
[16:40:14] <HuntsMan> pastebin code and the error
[16:41:08] <AbiBuccaneer> abs25, is '0' implicitly convertible to the type of a_texCoord0? try vec2(0.0) instead
[16:42:34] <abs25> http://pastebin.com/HAskekHZ
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[16:44:13] <HuntsMan> abs25: this is not a compiler error, its an exception from your java code
[16:44:24] <abs25> how can I see compiler error?
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[16:45:53] <abs25> HuntsMan, ?
[16:45:56] <HuntsMan> abs25: are you checking if the shaders compile?
[16:46:05] <abs25> I dont think so
[16:46:15] <abs25> do I have to apply that somwhere?
[16:46:22] <AbiBuccaneer> HuntsMan, you're gonna have fun getting an answer to that question, all the compilation seems to be hidden in many layers of external library
[16:46:34] <HuntsMan> AbiBuccaneer: yeah ;)
[16:46:39] <abs25> AbiBuccaneer, so how do I fix my problem?
[16:46:55] <HuntsMan> abs25: simple, learn how to use LWJGL
[16:47:04] <abs25> what?
[16:47:10] <HuntsMan> abs25: they should have an API for that
[16:47:14] <AbiBuccaneer> abs25, HuntsMan is probably right and your shader probably isn't compiling
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[16:47:27] <HuntsMan> ah no, it is com.badlogic.gdx.graphics.glutils.ShaderProgram
[16:47:29] <AbiBuccaneer> abs25, you have access to the libGDX source code, go find where the shaders are compiled
[16:47:30] <HuntsMan> not LJWGL :D
[16:47:39] <abs25> but how can it run fine when there is 0 at the end of a variable, no + no nothing
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[16:48:14] <AbiBuccaneer> abs25, "a_texCoord0" is the name of a variable
[16:48:35] <abs25> well in some online tutorial I found v_texCoords = a_texCoord + 0;
[16:48:52] <AbiBuccaneer> by changing it to "a_texCoord + 0" you're causing the shader to not compile, by referencing a nonexistent variable name (and depending on your GLSL version doing an invalid type conversion)
[16:49:17] <AbiBuccaneer> abs25, and that'd work fine if you had an attribute named a_texCoord, but you don't. at the top of your vertex shader, "attribute vec2 a_texCoord0;"
[16:49:27] <abs25> oh
[16:49:31] <abs25> thank you guys
[16:49:35] <abs25> I am having a problem so
[16:50:10] <abs25> isnt there a way to debug glsl code?
[16:50:14] <abs25> like some IDE or soemthing
[16:50:22] <Yaniel> read.the.compile.ogs
[16:50:25] <Yaniel> *logs
[16:50:40] <AbiBuccaneer> yeah, you have no shader program to debug because it's not compiling
[16:51:00] <abs25> so only compile logs can help me?
[16:51:19] <Yaniel> divination might help too
[16:51:23] <HuntsMan> abs25: well you cannot really debug code that does not compile :)
[16:51:27] <HuntsMan> but there are GLSL debuggers
[16:51:27] <Yaniel> but that is not my area of expertise
[16:51:55] <abs25> but is there something that can tell me where it stopped when it started compiling
[16:52:03] <Yaniel> yes
[16:52:06] <Yaniel> guess what?
[16:52:12] <HuntsMan> compiler logs :D
[16:52:20] <Yaniel> escxactly
[16:52:28] <HuntsMan> genau
[16:53:19] <abs25> where can I see compiler logs
[16:53:32] <AbiBuccaneer> abs25, https://www.opengl.org/wiki/Shader_Compilation#Shader_error_handling
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[16:55:04] <HuntsMan> abs25: http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/glutils/ShaderProgram.html#getLog--
[16:55:27] <abs25> where should I put that in my coe
[16:55:44] <HuntsMan> abs25: how should we know? We have no idea what your code looks like
[16:55:52] <AbiBuccaneer> abs25, after your ShaderProgram object is created
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[17:02:04] <abs25> guys it works ! :D
[17:02:16] <abs25> nice :D
[17:02:17] <abs25> thank you
[17:04:15] <Cooler> are array textures the best if you want to use a lot of textures?
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[17:04:41] <Cooler> like there are 200 images of cards which are all rectangles of the same width and height
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[17:06:42] <Cooler> would that be exceeding the no: of texture units?
[17:06:58] <konom> Cooler, newer NVIDIA cards support bindless textures
[17:07:07] <AbiBuccaneer> Cooler, you don't have access to that many texture units
[17:07:23] <AbiBuccaneer> so if you're gonna draw all of them in one draw call then you'd need to use an array texture or bindless textures
[17:07:32] <Cooler> so i should use a texture atlas? or something else?
[17:08:11] <Cooler> i was talking about array texture which needs texture units
[17:08:12] <AbiBuccaneer> if you're ever intending to use a texture atlas and all of the images in the atlas are the same size, an array texture would be better
[17:08:42] <AbiBuccaneer> an array texture only requires one texture unit, not one per slice
[17:09:09] <AbiBuccaneer> you couldn't bind 200 textures to 200 texture units but you can happily bind a 200-slice array texture to a texture unit
[17:09:28] <konom> there's also a limit to how big a texture can be, so an atlas might not be able to contain all your textures
[17:09:30] <Cooler> ok
[17:09:51] <Cooler> array textures seem to be a 2d array of images
[17:09:52] <konom> or images rather
[17:10:07] <Cooler> with index [mipmap level] and [layer]
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[17:10:39] <konom> Cooler, bear in mind that all textures in an array texture must be the same size
[17:11:42] <Cooler> AbiBuccaneer: here:https://www.opengl.org/wiki/Array_Texture
[17:11:59] <Cooler> that seems to use half size for each mipmap level
[17:12:16] <Cooler> so 64x64 32x32 16x16 ...
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[17:12:31] <AbiBuccaneer> Cooler, yes, just like any other texture
[17:13:09] <Cooler> so do i just set the no: of mipmap levels to 1?
[17:13:18] <Cooler> and the no: of layers to 200?
[17:13:21] <AbiBuccaneer> if you don't have any lower level mipmaps, then yes, just like any other texture
[17:13:55] <AbiBuccaneer> conceptually it is just an array of textures, each with the same size and mipmap levels
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[17:14:07] <Cooler> well don't you usually generate mipmaps using a gl function?
[17:14:46] <AbiBuccaneer> you can do, but it's more usual to generate them offline as part of your asset export pipeline
[17:15:05] <Cooler> ok
[17:15:20] <konom> you don't need mipmaps unless you use a mipmapping filter
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[17:15:51] <Cooler> in that above link, they use texels
[17:16:27] <AbiBuccaneer> Cooler, in the above link the texture data comes from a static array, rather than loaded from a file etc.
[17:16:30] <Cooler> which seems to have to do with uv mapping?
[17:16:54] <AbiBuccaneer> i'm not sure if you have any experience with 2d non-array textures but it's almost exactly the same
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[17:20:05] <Cooler> AbiBuccaneer: you mean this?:glTexImage2D
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[17:20:25] <Cooler> the texture image was loaded from a png file
[17:21:07] <AbiBuccaneer> so glTexImage2D is no longer the preferred way of loading 2D textures
[17:21:23] <AbiBuccaneer> instead you use glTexStorage2D and then glTexSubImage2D
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[17:22:07] <AbiBuccaneer> oh wait, instead of getting into that discussion: under the big block of code on that page is a small one that shows how to do it with glTexImage3D
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[17:26:28] <Cooler> Wait, so the glTexStorage and glTexSubImage calls are equivalent to a single call to glTexImage3d? in that example ofc
[17:27:15] <AbiBuccaneer> yeah
[17:27:25] <AbiBuccaneer> but glTexStorage is better for some nebulous reasons that i can't entirely remember
[17:27:48] <AbiBuccaneer> it creates the texture with "immutable storage", and i don't really know what that means
[17:28:24] <AbiBuccaneer> (it also gives you a more sane interface to formats / types / internalformats iirc)
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[17:29:53] <Cooler> AbiBuccaneer: i think you mean that?:https://www.opengl.org/wiki/Texture_Storage
[17:30:04] <Cooler> buffer, immutable mutable storage
[17:30:29] <AbiBuccaneer> yes, precisely. i couldn't be bothered to find a link, i'm working :P
[17:30:50] <Yaniel> immutable == you have to reallocate it if you want to modify it later
[17:31:00] <Yaniel> which makes a lot of things much easier for the driver
[17:31:11] <AbiBuccaneer> Yaniel, you can still replace the data just not the type of the data iirc?
[17:31:16] <slime> well, the allocation is immutable
[17:31:18] <slime> the contents aren't
[17:31:26] <AbiBuccaneer> ty slime
[17:31:31] <Yaniel> stills makes it easier for the driver
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[17:31:41] <slime> yeah
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[17:32:28] <Cooler> and also something about passing around reference counted smart pointers to the texture memory address?
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[17:34:23] <Yaniel> == easier and more efficient to implement
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[17:50:42] <Cooler> the texture coords are passed to the video memory during initialization for a VBO along with vertex positions, color, normals,etc right?
[17:51:38] <Cooler> what if you want to change the texture coords to correspond to a different texture in the Array Texture?
[17:52:55] <Cooler> For example, a simple rectangle to render all cards, but change the texture coords for each card in the scene depending on that card's name?
[17:53:42] <AbiBuccaneer> Cooler, typically a quad renderer will upload a buffer of quads each frame, containing the positions, texcoords (including array texture slice if needed), colors, etc.
[17:54:28] <AbiBuccaneer> in the specialised case where everything is static *except* the array texture slice, you could upload another buffer of just those slice indexes and use an instanced attribute pointer
[17:55:53] <Cooler> wait if you upload the 3d data each frame then how are VBOs faster than immediate mode?
[17:55:56] <AbiBuccaneer> https://www.opengl.org/wiki/Vertex_Specification#Instanced_arrays
[17:56:13] <AbiBuccaneer> Cooler, still much less API overhead
[17:56:44] <Codex_> cooler: the copying from cpu to gpu mem is accelerated copy.
[17:56:47] <Cooler> Well yes, less function calls i guess
[17:57:10] <slime> Cooler: you also have much more control over how the data is copied
[17:57:14] <Codex_> but it needs to be large block of memory to be worth it
[17:57:59] <AbiBuccaneer> you could, for example, sort the contents of your buffer based on how long ago any of its parameters changed, and then you don't have to update the entire buffer
[17:58:13] <AbiBuccaneer> (though i don't know of anybody who does that)
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[18:19:49] <JoshSyn> anyone believes in Euclideon and their voxel stuff?
[18:21:30] <Bloodust> AFAIK its not realtime anymore so yes
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[18:24:50] <AbiBuccaneer> euclideon is still fundamentally a company based on hype. the stuff they do is pretty interesting but not ground-shattering. they've recently switched tack to be more aimed at rendering voxel data taken from scanning the real world
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[18:25:46] <AbiBuccaneer> their earlier claims were aimed at video games despite being fairly fundamentally unsuitable for them (unless your world is entirely static), but it makes a lot more sense in the realm of 3d scanning
[18:27:18] <AbiBuccaneer> oh wait never mind, i just read their wikipedia article and "In September 2014 Euclideon had released on their official channel a new video showcasing their solid laser scan technology and announced that they are currently working on 2 games and plan to open a gaming division in 2015."
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[18:29:09] <AbiBuccaneer> their claims that it's unique because it only draws visible pixels and that's what makes it unique are a tad bogus - PowerVR GPUs, for example, perform cool pixel-perfect hidden surface removal
[18:29:25] <AbiBuccaneer> making opaque overdraw in iOS games essentially free
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[18:32:05] <AbiBuccaneer> that being said i think if they'd positioned themselves as agitators ("hey there's more to life than just polygon rasterisers, here's a cool technique that's applicable in some cases, here's its benefits and drawbacks, we want to see the games industry adopting this shit") rather than magicians ("we've literally solved all of computer graphics and we're not going to tell you how we've done it") the
[18:32:05] <AbiBuccaneer> n they would've been a lot more interesting to watch
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[18:32:15] <AbiBuccaneer> JoshSyn, ^
[18:32:52] <neure> even PowerVR has to process all vertices
[18:33:17] <neure> well, assuming not using the caustic stuff of course...
[18:34:21] <JoshSyn> they actually claimed that they run the entire demo simulation on the CPU
[18:34:30] <JoshSyn> without using any of the GPU stuff
[18:34:55] <neure> It is easier to do new things on CPU obviously
[18:35:00] <Codex_> what is the resolution they offer?
[18:35:24] <neure> using GPU efficiently for something new is either very tricky or impossible / requires new HW
[18:35:25] <Codex_> usually high res screen kills cpu rendering
[18:36:00] <neure> perhaps they use some sort of stochastic or dynamic range / temporal coherence to improve resolution?
[18:36:19] <JoshSyn> What I understand is, they have a very efficient search algorithm to select only the voxels that would be rendered on the screen
[18:37:16] <AbiBuccaneer> neure, now you mention it i do vaguely remember in one of the demo vids the image quality improved over a couple of seconds of not moving the camera? i may be thinking of something else
[18:37:17] <Codex_> heightmaps are trivial to do that way
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[18:37:40] <Codex_> so that it draws every pixel on screen just once.
[18:37:54] <neure> how about voxel cone tracing
[18:38:00] <JoshSyn> at first I just thought, that their demo is just marketing bullshit, but their government gave them some million grant and even john carmack gave positive reviews
[18:38:51] <Codex_> I mean, its just array[x] : Int storing the height. and then the code just blits range between current height and the array[x]
[18:38:58] <AbiBuccaneer> JoshSyn, governments aren't to be trusted, but john carmack giving it a thumbs up is interesting
[18:39:09] <AbiBuccaneer> Codex_, okay, now generalise to arbitrary voxel data ;)
[18:39:55] <Codex_> abibuccaneer: well, probably you need separate array for each dimension :-)
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[18:40:14] <Codex_> s/array/bitmap/
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[18:41:03] <AbiBuccaneer> neure, has anybody done realtime rendering using only voxel cone tracing before? i've seen it used for realtime GI but i don't know of anybody who's managed to render an entire scene with it
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[18:41:11] <AbiBuccaneer> (other than euclideon)
[18:41:23] <neure> I dont know
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[18:41:54] <neure> Codex_, 3d arrays cells .. voxels :)
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[18:49:17] <AbiBuccaneer> the more complex your geometric data, the harder it is to raytrace/conetrace against it, and euclideon's core claim seems to be that the time it takes to render is independent of how complex your scene is, which is certainly a claim that needs examining
[18:50:00] <Codex_> is there a screenshot of what euclideon is doing?
[18:50:20] <JoshSyn> https://www.youtube.com/watch?v=JVB1ayT6Fdc
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[18:55:03] <Codex_> their scenes has lots of complexity --> takes long time to create.
[18:56:43] <AbiBuccaneer> you can see that all their demos (except those with real-world data) have lots of repetition
[18:57:18] <AbiBuccaneer> see 23m13s in that video
[18:57:31] <Cooler> every tutroial on opengl i come across seems to use c++
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[18:58:03] <Cooler> which is faster and more standard than java i suppose
[18:58:22] <AbiBuccaneer> Cooler, c++ is pretty much ubiquitious in the (AAA) gamedev world
[18:58:37] <AbiBuccaneer> and openGL is a C API
[18:59:16] <Cooler> uh opengl is a language independant api which has bindings to many languages
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[18:59:24] <Cooler> atleast i think it is
[18:59:57] <HuntsMan> Cooler: yeah it is
[19:00:37] <AbiBuccaneer> they're careful to say "GLint is *not the same* as C's int type!" but at the end of the day the API is still very much aimed at a language conceptually identical to C
[19:00:55] <slime> all the implementations export C functions as well
[19:01:21] <slime> a nice thing about C is most languages can easily call C functions (one way or another)
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[19:02:03] <AbiBuccaneer> yeah, all the bindings other than C will call a C implementation under the hood, but that's the same as most other language-independent APIs
[19:02:04] <Codex_> writing wrappers to different languages are kinda painful work.
[19:02:17] <AbiBuccaneer> Codex_, yes, never get roped into it
[19:02:24] <Codex_> and its not exactly useful activity
[19:02:35] <AbiBuccaneer> tower of babylon etc etc
[19:04:23] <Codex_> for example opengl in haskell is just amazingly crappy with the existing wrapper.
[19:05:47] <Codex_> the very least the wrappers should hide memory management.
[19:06:01] <Codex_> but usually its just calling the C function directly
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[19:06:58] <Codex_> which means all the buffers need to be allocated with low level mechanisms
[19:07:16] <AbiBuccaneer> ech, in that euclideon video he declares that the sims is for girls and so he knows nothing about it
[19:07:21] <AbiBuccaneer> i don't like euclideon any more :P
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[19:18:45] <Codex_> that euclideon trick can be done with gl_points and it'll use gpu rendering :-)
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[19:19:22] <AbiBuccaneer> Codex_, the idea of GPU-accelerated rendering is that it's faster than software rendering :)
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[19:21:20] <Codex_> big problem with gl_points is that there will be holes in the objects :) That's why we have triangles :)
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[19:24:15] <AbiBuccaneer> Codex_, euclideon have patched up all the holes. maybe they used glue, who knows?
[19:24:15] <Cooler> pretty sure euclideon is a scam
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[19:24:58] <AbiBuccaneer> Cooler, we've just had a discussion of euclideon that contained a heck of a lot more nuance than that
[19:25:01] <Cooler> they haven't said a single thing in their videos that qualifies as "NEW"
[19:25:21] <Cooler> point clouds aren't new
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[19:26:42] <Cooler> Also that "incredibly detailed scene" didn't change at all in their video
[19:26:57] <AbiBuccaneer> Cooler, yes, it's a static scene, that's not applicable everywhere, we get it
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[19:27:29] <AbiBuccaneer> an algorithm for cone tracing against arbitrarily large point cloud data at speeds which let you render in realtime on the CPU *would* be fairly new as far as i can tell
[19:27:45] <Cooler> AbiBuccaneer: thats not the point
[19:28:27] <AbiBuccaneer> Cooler, elaborate
[19:28:58] <AbiBuccaneer> because as far as i'm aware, that's exactly the point. that's the algorithm they're claiming to have
[19:29:31] <Cooler> If the data is static, then you can render super high detail scenes that you can walk through
[19:29:47] <Cooler> without a lot of graphical power
[19:30:29] <AbiBuccaneer> things being static doesn't magically make them free to render with arbitrarily complex geometry
[19:30:54] <Cooler> Its not the geometry, its the lighting shading, etc
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[19:32:02] <Cooler> AbiBuccaneer: think of it like this
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[19:32:34] <Cooler> if you precompute a fractal as a really high resolution image you can view it relativly easily and zoom in and out
[19:32:59] <Cooler> its takes more power to compute the area you are looking at in real time
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[19:34:36] <Codex_> how did they create the objects? such complex objects are difficult to create, even if your rendering algorithm is working....
[19:35:13] <Codex_> the big effort they've done is a catalog of objects they can use to build the world
[19:35:33] <AbiBuccaneer> Codex_, there's been a fair amount of 3d scanning effort prior to Euclideon
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[19:37:14] <AbiBuccaneer> Cooler, i don't think those situations are comparable. if i were to render an arbitrarily large static image with OpenGL at a given offset and zoom, i could do that just fine. if it's really really high-resolution there'd have to be some dynamic texture streaming going on, but that's not fundamentally hard.
[19:37:58] <AbiBuccaneer> however that analogy doesn't scale to 3d. hell, there are 3D fractals. if you were to bake those out into a very high-resolution polygonal mesh that you could fly around, after not too long it'd still be too much geometry for modern GPUs to handle
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[19:38:38] <Cooler> AbiBuccaneer: uhhhhh
[19:38:44] <AbiBuccaneer> you would certainly save by having an incredibly cheap fragment shader (with whatever precomputed colour/lighting you wanted)
[19:39:27] <AbiBuccaneer> but the rendering cost of all those vertices wouldn't magically become free just because it's static
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[19:40:17] <AbiBuccaneer> and euclideon's (overhyped and misleading) claim is that their system can render whatever geometry, no matter how complex
[19:40:39] <Cooler> The point is, if all you have to do is calculate what points are visible (2d image or 3d scene) then project then for a perspective view camera then it is easy
[19:41:02] <Cooler> it becomes hard when you need to calculate anything more like lighting
[19:41:20] <AbiBuccaneer> no, i don't think that is the case Cooler - the visible points in a 2d image are defined purely by the texture coordinates, you know exactly what points are visible regardless of the contents of the image
[19:41:36] <AbiBuccaneer> whereas the visible points in a 3d scene is determined by the geometry of that scene
[19:41:45] <Cooler> yes i know
[19:41:59] <AbiBuccaneer> so it's not an "easy" task
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[19:42:04] <Codex_> if (f(x,y,z)) { putpixel(x,y); } can do rendering of complex objects, but requires that you go through all 3d points. If they can do the same, but without going through all points....
[19:42:40] <Cooler> Codex_: you NEVER go through ALL the points IF you can avoid it
[19:42:44] <Cooler> which you can
[19:43:13] <Cooler> Culling is NOT a new thing
[19:43:39] <Codex_> the nice thing about this if statement is that you can choose which 3d points you render.
[19:43:54] <Codex_> but doing smart choice is obviously difficult
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[19:44:50] <AbiBuccaneer> Cooler, it's not just about occluded or off-screen geometry. imagine if i took an incredibly high-resolution 3d scan of my wooden table, and captured all the minute surface details. looking directly at the surface, none of those pixels are candidates for culling, are they?
[19:45:54] <Cooler> AbiBuccaneer: have you heard about anti-aliasing?
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[19:48:02] <AbiBuccaneer> if they were stored in an octree, then eventually one voxel would be smaller on-screen than one pixel, and so at a certain distance away then you would be able to stop rendering it. this is kind of one of the fundamental tenets of voxel cone tracing (which we had a perfectly nuanced discussion of earlier without anybody yelling "it's a scam" or "burn the witches")
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[19:49:16] <AbiBuccaneer> but, as i mentioned earlier, in my knowledge nobody has yet done fullscreen voxel cone tracing in realtime on the CPU, so euclideon might be doing something new
[19:49:50] <AbiBuccaneer> as i also mentioned earlier, voxel cone tracing is still more expensive the more geometry you have, up to a point - and so euclideon's claims of essentially O(1) rendering are misleading
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[19:50:44] <AbiBuccaneer> anyway, it's friday and work is over, i'm off home now. laters
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[19:57:24] <Cooler> AbiBuccaneer: The reason I said its a scam has to do with their claims of Unlimited graphical power
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[19:58:03] <Cooler> which is nonsense because computers only have a certain amount of computing power
[19:58:29] <Cooler> regardless of the algorithm or hardware in question
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[20:00:16] <derhass> what? marketing claims aren't exactly true?
[20:00:48] <Codex_> in one of the example, it looked like they would be creating surface from point cloud
[20:01:33] <Cooler> derhass: its all they said over and over and over
[20:01:43] <Codex_> that kind of algorithm would be very neat for simulating water surfaces.
[20:01:51] <Cooler> more like a guarantee
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[20:02:56] <Cooler> Codex_: creating a surface from a point cloud? Algorithms for that have existed since before point clouds
[20:03:06] <Codex_> yup
[20:04:19] <Codex_> once you have a surface, rendering it is not a problem
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[20:11:43] <[Aura]MaelStrom> hi, I've got a question about the graphic pipeline, specifically about model-view transformation. For that I need to compute the inverse of the Camera frame 4x4 matrix. Do I really need to? it seems very complex
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[20:17:24] <Codex_> maelstrom: I'm doing matrix inverse with the following code: http://codepad.org/DsgEJ2sF
[20:18:33] <Codex_> line 77 is the interesting part. :)
[20:19:00] <[Aura]MaelStrom> isn't there a trick for that? we must compute the inverse?
[20:19:49] <Codex_> well, you can try to do all the transformations in reverse, like if you rotate angle degrees, you can reverse it by rotating -angle degrees
[20:20:07] <Codex_> but it gets complicated very quickly.
[20:22:41] <Codex_> also some projection matrices are not possible to invert, since the inverse image is a line or curve.
[20:23:45] <[Aura]MaelStrom> what about camera matrix?
[20:24:24] <Codex_> camera position and rotation is clearly invertable
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[20:26:07] <[Aura]MaelStrom> hmm
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[21:00:59] <konom> [Aura]MaelStrom, why do you not use an existing math library?
[21:05:15] <[Aura]MaelStrom> i found a trick to compute the inverse
[21:05:29] <[Aura]MaelStrom> with some help of a friend, no need to actually compute the inverse
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[21:27:11] <Sharkly> Hello all, I was here a few days ago seeking help with a lighting problem in my game. After a few days of seeking more information on the internet, I am still unable to find anything helpful. If someone could help me solve my problem, I would be happy to provide a tip. Here is some basic information about my problem: http://gamedev.stackexchange.com/questions/87290/opengl-light-renders-everything-in-front-of-it-black
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[22:50:10] <abs25_> #java
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[23:49:41] <paul424> . I've searched the depths of the internet to find a solution, but I can't seem to find anything. It's also important to note that this is only happening to my models; the model's normals are fine and dandy.
[23:49:47] <paul424> Why such crappy info ?
[23:51:07] <paul424> Sharkly: Also I don't get what it is what become black >_>
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   November 21, 2014  
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